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Scifi in 15mm and with quality

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Scifi in 15mm and with quality

by Mob of Blondes » October 23rd, 2014, 3:31 am

Image
Scifi in 15mm and high quality by White Dragon Miniatures. If they can get that into metal production... :aaa:

One part, smaller, combat poses... :cop: company/squad level game ahead. Or they will flop because they lack boobies. :v:
If not worth saving, is it worth rewriting? What is more, was it worth writing?
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Re: Scifi in 15mm and with quality

by Section9 » October 23rd, 2014, 6:13 am

Can someone send White Dragon a picture of some IMI Tavor rifles? Maybe the Yu Jing and older Nomad weapons? Because I *hope* that by the time we are doing slick powered body armor like that, we will have found a better rifle than the M16!

If they can get that into metal production...

Oh, I'm pretty sure that they can...
Image
Khurasan Miniatures "Nova Respublik" 15mm.

Image
Khurasan's Alien crime syndicate, they're based on either pennies or 1/8"x3/4" fender washers.

Image
More Khurasan, modern North Korean Army. Again, based on pennies or 1/8"x3/4" fender washers.
“I'm curious, son. When has 'This might be a trap' ever stopped you?”
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Re: Scifi in 15mm and with quality

by sonicReducer » October 24th, 2014, 12:08 pm

Those look amazing. I have moved to 15mm for WW2 skirmish. They look good with a simple paintjob and most importantly for me they are cheap as chips and super quick to get done. I do mine in batches of 24, all done in about 3 hours. 30p a mini is also nothing, my 60+ Germans cost less than the Haqq SWC box.

When I ever get round to Sendoku Japanese or Napoleonic skirmish, I will be sticking to 15mm
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Re: Scifi in 15mm and with quality

by M2Cat » October 25th, 2014, 2:53 pm

Any suggested rules system for this 15 mm goodness?
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Re: Scifi in 15mm and with quality

by Section9 » October 25th, 2014, 10:10 pm

M2Cat wrote:Any suggested rules system for this 15 mm goodness?

My favorite rules for platoon-or-so per side are Ambush Alley (the futuristic version is called "Tomorrow's War").

Free rules are available from Ground Zero Games. http://shop.groundzerogames.co.uk/index ... cat_id=130
Stargrunt II is the infantry-centered rules. Dirtside II is a nominally-6mm rule set that are vehicle-focused, though they also have the vehicle design rules inside.

Not sure what is out there for company+ per side in 15mm. Well, I suppose "The Crucible" rules from John Treadaway might work, but they're really written for the Hammer's Slammers universe.
“I'm curious, son. When has 'This might be a trap' ever stopped you?”
“Stopped? Never. Slowed me down while I load the guns? Every time.”
-Schlock Mercenary, 22 July 2013.
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Re: Scifi in 15mm and with quality

by M2Cat » October 27th, 2014, 11:22 am

@Section9
Thanks for information. First two systems I've already heard about. About the third I hear for the first time.
You play Tomorrow's War as a main system? Could you, please, write a few words about pros/cons of this system? Could you compare it with Stargrunt? I'm new to 15mm wargaming and I don't know any Web-resources dedicated to this genre.
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Re: Scifi in 15mm and with quality

by Section9 » October 27th, 2014, 10:45 pm

You can buy The Crucible rules here: http://ainstycastings.co.uk/product_inf ... cts_id/759

Tomorrows War cares much more about the troop quality than what the troops are carrying. It uses the various dungeon-bashing polyhedral dice (d6, d8, d10, and d12) in multiples, you need about 10 of each. Basically, you roll one die for each trooper, then add another die or two for support weapons, maybe another die for having a Tech Level advantage. Your target then rolls one die for each of their models getting shot at, plus a couple dice for armor and tech level. Count rolls of 4+ regardless of die rolled, then try to match or beat the attacker's roll numbers. The catch is that before you get to the shooting v armor roll, there's a roll to see whether the Active player shoots first or the Reactive player shoots first. One die, roll a 4+ and beat the attacker to shoot first.

Like infinity, EVERY unit that can see the Active model's action can respond, and that's where the game gets complex. Because some reactive units may shoot before the Active unit moves and shoots, and some may shoot after. For every reactive unit that shoots before the Active unit, the Active unit loses one die of firepower. But UNLIKE Infinity, reactive units only get ONE reaction unless they are on Overwatch. So there's some tactical thought that goes into which units will try to react. Assaults work the same way, IIRC, but you keep rolling the attacker's attacks v armor, defender's morale, defender's attacks v armor (if defenders passed morale), attacker's morale cycle until either morale failure or all of one side is dead. It's pretty brutal.

I think Tomorrow's War is a bit faster to handle combat than Stargrunt, since there's no counting small arms firepower and converting that to a single die to roll. You just count models and add dice for the support weapons or count models and add dice for armor. The big difference between Tomorrow's War and Stargrunt is that Tomorrow's War works at the level of fireteams as the basic unit, and doesn't really have any big advantages for a platoon or company officer (activating multiple units again, at the same time) like SG2 does.

It's been a long time since I looked at the Crucible, I don't remember much about it's mechanics.
“I'm curious, son. When has 'This might be a trap' ever stopped you?”
“Stopped? Never. Slowed me down while I load the guns? Every time.”
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